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https://github.com/DarkflameUniverse/DarkflameServer
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75 lines
2.6 KiB
C++
75 lines
2.6 KiB
C++
#include "LevelProgressionComponent.h"
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#include "ControllablePhysicsComponent.h"
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#include "InventoryComponent.h"
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#include "CharacterComponent.h"
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#include "tinyxml2.h"
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LevelProgressionComponent::LevelProgressionComponent(Entity* parent) : Component(parent) {
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m_Parent = parent;
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m_Level = 1;
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}
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void LevelProgressionComponent::UpdateXml(tinyxml2::XMLDocument* doc) {
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tinyxml2::XMLElement* level = doc->FirstChildElement("obj")->FirstChildElement("lvl");
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if (!level) {
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Game::logger->Log("LevelProgressionComponent", "Failed to find lvl tag while updating XML!");
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return;
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}
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level->SetAttribute("l", m_Level);
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}
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void LevelProgressionComponent::LoadFromXml(tinyxml2::XMLDocument* doc) {
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tinyxml2::XMLElement* level = doc->FirstChildElement("obj")->FirstChildElement("lvl");
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if (!level) {
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Game::logger->Log("LevelProgressionComponent", "Failed to find lvl tag while loading XML!");
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return;
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}
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level->QueryAttribute("l", &m_Level);
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}
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void LevelProgressionComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags) {
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outBitStream->Write(bIsInitialUpdate || m_DirtyLevelInfo);
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if (bIsInitialUpdate || m_DirtyLevelInfo) outBitStream->Write(m_Level);
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m_DirtyLevelInfo = false;
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}
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void LevelProgressionComponent::HandleLevelUp() {
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auto* rewardsTable = CDClientManager::Instance()->GetTable<CDRewardsTable>("Rewards");
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const auto& rewards = rewardsTable->GetByLevelID(m_Level);
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bool rewardingItem = rewards.size() > 0;
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auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
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auto* controllablePhysicsComponent = m_Parent->GetComponent<ControllablePhysicsComponent>();
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if (!inventoryComponent || !controllablePhysicsComponent) return;
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// Tell the client we beginning to send level rewards.
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if (rewardingItem) GameMessages::NotifyLevelRewards(m_Parent->GetObjectID(), m_Parent->GetSystemAddress(), m_Level, rewardingItem);
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for (auto* reward : rewards) {
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switch (reward->rewardType) {
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case 0:
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inventoryComponent->AddItem(reward->value, reward->count, eLootSourceType::LOOT_SOURCE_LEVEL_REWARD);
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break;
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case 4:
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{
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auto* items = inventoryComponent->GetInventory(eInventoryType::ITEMS);
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items->SetSize(items->GetSize() + reward->value);
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}
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break;
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case 9:
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controllablePhysicsComponent->SetSpeedMultiplier(static_cast<float>(reward->value) / 500.0f);
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break;
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case 11:
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case 12:
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break;
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default:
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break;
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}
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}
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// Tell the client we have finished sending level rewards.
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if (rewardingItem) GameMessages::NotifyLevelRewards(m_Parent->GetObjectID(), m_Parent->GetSystemAddress(), m_Level, !rewardingItem);
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}
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